I have a problem with importing files from blender to ue4.
I made a carpet in blender, but when I import my object to unreal engine 4, I get this:
It is possible that you did not export the object from Blender correctly. Most of the time I have seen this that is the issue. Here is a reference that might help:
https://answers.unrealengine.com/questions/769132/importing-assets-from-blender-to-ue4.html
Other times, I just had to reset the static mesh's settings in the view. It sometimes forgets what material instance it is supposed to go with.
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I'm new to Godot and Blender. I have an assignment where I have to create some kind of driving simulator. I already create the track using blender OSM and export it as .glb and it looks like this:
When I tried to export it to Godot, it turns like it is drowned and the materials are off:
Any advice on how should I do it so I can use the track that I already made on my project at godot? Hope I explain everything well.
I am using material-ui in my react project. I found there are two different ways to use their icons.
One is from this web site: https://material.io/tools/icons/?icon=3d_rotation&style=baseline. You can download the icon on the left panel by click it. Or you can install material-design-icons on your project.
Another way is to import them like:
import SearchIcon from '#material-ui/icons/Search';
import ArrowDownwardIcon from '#material-ui/icons/ArrowDownward';
import Close from '#material-ui/icons/Close'
I wonder are they same? Or what is the different?
If you're using Material-UI, the way I (and they) suggest to use them is with SVGIcons, the #material-ui/icons package. What I typically do is look up icons on that website you posted and pull them in from #material-ui/icons.
For example, on that website you'll see one called alarm_on well you import it from that package like import YourIcon from '#material-ui/icons/AlarmOn'.
And the reason I like to do this and not use Icon Fonts is because when people with bad connections try to load your app, the icon might not even load and they'll see an ugly "alarm_on" in plain text where the icon would be.
Take a look at the usage section here.
I've a 3d model that I've been clipped its animations and I wrote some scripts inside my game for it. Now some animations are changed and I want to just update my model. It's not good to clip all animations again each time the model changes!
I tried to...
clip updated model animations and export it in another Godot project and import it to my project. But it doesn't imported any keyframe!
import .dae file into the blender, but it seems corrupted!
just replacing new .dae file over old one, the model became corrupted when I open my project in Godot.
replacing new .dae file over old one and deleted all .import files, Godot project will become corrupted after re(import) the updated assets.
We're really in trouble with it and I don't know what to do with it! Is it an unhandled problem in Godot? We're in the last steps of our game production!!
Thanks for all the help this site has been to help answer many questions!
I overrode drawRect in subclass of UIView, drew a bunch of images and save them as PNGs.
Next I am trying to load the images for use in ViewController.m
Finally got animations working, but experienced a time when VC would try to load the images before Draw2D had saved them. Found that NSLog worked well to see sequence of events:
if ([self loadNamedImage:nameToLoad]) {
[image2set addObject:[self loadNamedImage:nameToLoad]];
NSLog(#"Loaded %#", nameToLoad8); }
loadNamedImage is the method that returns the loaded images. Adding if/exist seemed to fix the problem for awhile, but I want to properly use something like
performSelectorOnMainThread:withObject:waitUntilDone:;
// where to place command, which object, etc?
tried using sleep statement in VC hoping the sleep time would be used to save the images before trying to load them .. how can the program startup sequence be adjusted enough to make this work?
dBC
found that using viewDidAppear vs viewDidLoad solved my problem for awhile.
Recently started working with Gestures and reset simulator setting as suggested to fix finding needed files. Now the images won't load again because viewDidAppear tries to load pics before overridden DrawRect method draws them. Tried different restore points, clean project, and uninstall app from simulator to no avail :o(
Examples of where and how to implement addDependency, GCD or other solution are greatly appreciated!
I have a Seam 2.2 app running under JBoss5.1. In this application I have successfully developed some Graphics using Java Open Flash Chart, which is a Java API for Open Flash Chart.
Now I would like to add a X and Y legend like this one.
Well I have a graphic which is rendering properly and than I try to set X Label using:
...
chart.setXLegend(new Text("Legenda X"));
But than instead of showing the legend it corrupts something which causes the graphic to renders completely blank.
This is the generated JSon when the graphics renders correctly.
{"y_axis":{"min":388,"max":866,"steps":20},"title":{"text":"Gráfico de gasto mensal com CombustÃvel"},"bg_colour":"#FFFFFF","is_decimal_separator_comma":0,"elements":[{"values":[{"tip":"R$:610.0\n05/2010","top":610},{"tip":"R$:488.0\n06/2010","top":488},{"tip":"R$:634.57\n07/2010","top":634.57},{"tip":"R$:766.0\n08/2010","top":766},{"tip":"R$:396.0\n09/2010","top":396},{"tip":"R$:610.0\n10/2010","top":610}],"type":"bar"}],"num_decimals":2,"is_fixed_num_decimals_forced":0,"x_axis":{"labels":{"labels":["05/2010","06/2010","07/2010","08/2010","09/2010","10/2010"]}},"is_thousand_separator_disabled":0}
I took a deeply look at it and turns out that whenever I try to add the x legend with the code fragment showed above the JSon is actually NOT generated by JOFC.
I could not find much useful documentation on JOFC on the web and the API itself is not very well documented, so I am completely lost on trying to add this simple x label, which should be the easiest part :( . Any Ideas on that.
An update:
Now I just have downloaded JOFC source code and will take a look at this.
It looks like there's an open issue on the JOFC page: http://code.google.com/p/jofc2/issues/detail?id=29
It suggests a workaround of calling the function like:
chart.setXLegend(new Text("Legenda X", Text.TEXT_ALIGN_CENTER))
I would try with Open Flash Grapix, it is easier to use, and just sets parameters on FlashVars.
Open Flash Grapix